#include "notifier.h" #include // Para SDL_BLENDMODE_BLEND #include // Para basic_string, string, char_traits #include "jail_audio.h" // Para JA_DeleteSound, JA_LoadSound, JA_Pla... #include "sprite.h" // Para Sprite #include "text.h" // Para Text #include "texture.h" // Para Texture #include "screen.h" #include "options.h" // [SINGLETON] Notifier *Notifier::notifier_ = nullptr; // [SINGLETON] Crearemos el objeto con esta función estática void Notifier::init(std::string iconFile, std::string bitmapFile, std::string textFile, std::string soundFile) { Notifier::notifier_ = new Notifier(iconFile, bitmapFile, textFile, soundFile); } // [SINGLETON] Destruiremos el objeto con esta función estática void Notifier::destroy() { delete Notifier::notifier_; } // [SINGLETON] Con este método obtenemos el objeto y podemos trabajar con él Notifier *Notifier::get() { return Notifier::notifier_; } // Constructor Notifier::Notifier(std::string iconFile, std::string bitmapFile, std::string textFile, std::string soundFile) { // Inicializa variables renderer_ = Screen::get()->getRenderer(); bg_color_ = options.notifications.color; wait_time_ = 300; // Crea objetos icon_texture_ = new Texture(renderer_, iconFile); text_texture_ = new Texture(renderer_, bitmapFile); text_ = new Text(textFile, text_texture_, renderer_); sound_ = JA_LoadSound(soundFile.c_str()); } // Destructor Notifier::~Notifier() { // Libera la memoria de los objetos delete text_texture_; delete icon_texture_; delete text_; JA_DeleteSound(sound_); for (auto notification : notifications_) { delete notification.sprite; delete notification.texture; } } // Dibuja las notificaciones por pantalla void Notifier::render() { if (active()) { for (auto it = notifications_.rbegin(); it != notifications_.rend(); ++it) { it->sprite->render(); } } } // Actualiza el estado de las notificaiones void Notifier::update() { for (int i = 0; i < (int)notifications_.size(); ++i) { // Si la notificación anterior está "saliendo", no hagas nada if (i > 0) { if (notifications_[i - 1].state == ns_rising) { break; } } notifications_[i].counter++; // Hace sonar la notificación en el primer frame if (notifications_[i].counter == 1) { if (options.notifications.sound) { if (notifications_[i].state == ns_rising) { // Reproduce el sonido de la notificación JA_PlaySound(sound_); } } } // Comprueba los estados if (notifications_[i].state == ns_rising) { const float step = ((float)notifications_[i].counter / notifications_[i].travelDist); const int alpha = 255 * step; if (options.notifications.posV == pos_top) { notifications_[i].rect.y++; } else { notifications_[i].rect.y--; } notifications_[i].texture->setAlpha(alpha); if (notifications_[i].rect.y == notifications_[i].y) { notifications_[i].state = ns_stay; notifications_[i].texture->setAlpha(255); notifications_[i].counter = 0; } } else if (notifications_[i].state == ns_stay) { if (notifications_[i].counter == wait_time_) { notifications_[i].state = ns_vanishing; notifications_[i].counter = 0; } } else if (notifications_[i].state == ns_vanishing) { const float step = (notifications_[i].counter / (float)notifications_[i].travelDist); const int alpha = 255 * (1 - step); if (options.notifications.posV == pos_top) { notifications_[i].rect.y--; } else { notifications_[i].rect.y++; } notifications_[i].texture->setAlpha(alpha); if (notifications_[i].rect.y == notifications_[i].y - notifications_[i].travelDist) { notifications_[i].state = ns_finished; } } notifications_[i].sprite->setRect(notifications_[i].rect); } clearFinishedNotifications(); } // Elimina las notificaciones finalizadas void Notifier::clearFinishedNotifications() { for (int i = (int)notifications_.size() - 1; i >= 0; --i) { if (notifications_[i].state == ns_finished) { delete notifications_[i].sprite; delete notifications_[i].texture; notifications_.erase(notifications_.begin() + i); } } } // Muestra una notificación de texto por pantalla; void Notifier::show(std::string text1, std::string text2, int icon) { // Inicializa variables const int iconSize = 16; const int padding = text_->getCharacterSize(); const int iconSpace = icon >= 0 ? iconSize + padding : 0; const std::string txt = text1.length() > text2.length() ? text1 : text2; const int width = text_->lenght(txt) + (padding * 2) + iconSpace; const int height = (text_->getCharacterSize() * 2) + (padding * 2); // Posición horizontal int despH = 0; if (options.notifications.posH == pos_left) { despH = padding; } else if (options.notifications.posH == pos_middle) { despH = ((options.screen.windowWidth * options.windowSize) / 2 - (width / 2)); } else { despH = (options.screen.windowWidth * options.windowSize) - width - padding; } // Posición vertical int despV = 0; if (options.notifications.posV == pos_top) { despV = padding; } else { despV = (options.screen.windowHeight * options.windowSize) - height - padding; } const int travelDist = height + padding; // Offset int offset = 0; if (options.notifications.posV == pos_top) { offset = (int)notifications_.size() > 0 ? notifications_.back().y + travelDist : despV; } else { offset = (int)notifications_.size() > 0 ? notifications_.back().y - travelDist : despV; } // Crea la notificacion notification_t n; // Inicializa variables n.y = offset; n.travelDist = travelDist; n.counter = 0; n.state = ns_rising; n.text1 = text1; n.text2 = text2; if (options.notifications.posV == pos_top) { n.rect = {despH, offset - travelDist, width, height}; } else { n.rect = {despH, offset + travelDist, width, height}; } // Crea la textura n.texture = new Texture(renderer_); n.texture->createBlank(renderer_, width, height, SDL_TEXTUREACCESS_TARGET); n.texture->setBlendMode(SDL_BLENDMODE_BLEND); // Prepara para dibujar en la textura n.texture->setAsRenderTarget(renderer_); // Dibuja el fondo de la notificación SDL_SetRenderDrawColor(renderer_, bg_color_.r, bg_color_.g, bg_color_.b, 255); SDL_Rect rect; rect = {4, 0, width - (4 * 2), height}; SDL_RenderFillRect(renderer_, &rect); rect = {4 / 2, 1, width - 4, height - 2}; SDL_RenderFillRect(renderer_, &rect); rect = {1, 4 / 2, width - 2, height - 4}; SDL_RenderFillRect(renderer_, &rect); rect = {0, 4, width, height - (4 * 2)}; SDL_RenderFillRect(renderer_, &rect); // Dibuja el icono de la notificación if (icon >= 0) { Sprite *sp = new Sprite({0, 0, iconSize, iconSize}, icon_texture_, renderer_); sp->setPos({padding, padding, iconSize, iconSize}); sp->setSpriteClip({iconSize * (icon % 10), iconSize * (icon / 10), iconSize, iconSize}); sp->render(); delete sp; } // Escribe el texto de la notificación color_t color = {255, 255, 255}; if (text2 != "") { // Dos lineas de texto text_->writeColored(padding + iconSpace, padding, text1, color); text_->writeColored(padding + iconSpace, padding + text_->getCharacterSize() + 1, text2, color); } else { // Una linea de texto text_->writeColored(padding + iconSpace, (height / 2) - (text_->getCharacterSize() / 2), text1, color); } // Deja de dibujar en la textura SDL_SetRenderTarget(renderer_, nullptr); // Crea el sprite de la notificación n.sprite = new Sprite(n.rect, n.texture, renderer_); // Deja la notificación invisible n.texture->setAlpha(0); // Añade la notificación a la lista notifications_.push_back(n); }